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WABforum Crusades Mini Supplement
WABforum Crusades Mini Supplement
THE CRUSADES
The Crusades cover a 200 year period of history, with some of the greatest historical figures
involved in some of the most hospitable and inhospitable landscapes on earth and some of the
bloodiest battles in history.
With acknowledgements and grateful thanks to Warhammer Historical and Rob Broom,
to Jeremy Jenkins and especially to the late Heine Baekkelund with whom I was lucky
enough to be involved with for Beyond the Golden Gate.
INDEX
Page
1
2-4
5-15
16-20
21-27
28-34
35-41
42-46
47-50
51-55
56-57
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HEAVY MACES
In rule terms Heavy Maces give a +1 Strength bonus to models wielding it. To reflect the
considerable weight of such a weapon, Heavy Maces always strike last, even when charging.
All types of lighter maces are treated as hand weapons.
LIGHT CROSSBOW
Representing the lighter type and the less powerful crossbows, or those troops less proficient in
the weapon. The lighter crossbow In rule terms, has a range of 24, a Strength of 3 and a -1
Save modifier. Note that the Light Crossbows can only be used while stationary, and only by
troops in skirmish formation.
HALF-BARDING
Half-barding is a lighter or lesser type of full barding and as such confers only +1 armour save
to wounds inflicted in attacks to the front facing of the cavalry unit. Flank and rear attacks are
not protected. Horses still lose -1 movement point for Half-barding.
MIXED WEAPONS
Counts as a hand weapon and javelins (no re rolls)
WARHORSES
M
Warhorse
8
WS
3
BS
-
S
3
T
3
W
1
I
3
A
1
Ld
3
Pts
These rules cover all cavalry described as Superior Cavalry, and portrays the improvements in
Late Ancient and Early Medieval Cavalry;
Rule 1: All types of Superior Cavalry may count their rank bonus up to +1. To reflect their
experience and the precision and coordination of their charge, Superior Cavalry may re-roll any
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Rule 2 Superior Cavalry were trained at charging and withdrawing repeatedly. To show this,
Cavalry may choose to retire if they win a round of hand-to-hand combat, but fail to force their
opponents to either flee or fall back. The retiring move is made as a normal Fall Back in Good
Order move with the single exception that the retiring unit may only be pursued by opponents
that have a Movement value greater than or equal to their own. This ability requires a fairly
high degree of mobility - therefore, it can never be used by cavalrymen riding barded or
half-barded horses.
Rule 3 Superior Cavalry were renowned for the ferocity of their initial charge. Therefore, the
first formed enemy unit that is successfully charged or counter-charged by Superior Cavalry
will automatically break if it loses the combat, but only if the enemy is outnumbered by the
Superior Cavalry unit.
Rule 4 Superior Cavalry relied mainly on their bows to weaken and disrupt enemy
formations. As they advanced they would shower the enemy with arrows, only increasing their
speed right before impact. As a consequence, Superior Cavalry may shoot when they charge or
counter-charge. This shooting attack is made after any enemy charge reactions, and counts as
having taken place at short range. The -1 modifier for shooting while moving still applies.
Enemy units that take 25% casualties or more must pass a Panic test or flee.
Rule 5 Superior Cavalry were renowned for their mobility. During their move, Superior
Cavalry are allowed to turn any number of times without incurring any penalties on their move
distance. They are permitted to change formation once during their movement by any number
of ranks with no penalty to their move. They can even take advantage of these abilities while
marching (not triple marching). Furthermore, Superior Cavalry may also perform Parthian Shot
(see below).
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MILITARY CUNNING
STRATAGEM
The tactical skill of some of the outstanding generals in the period covered in this book was, on
many occasions, a decisive factor in defeating enemy armies. Carefully choosing the proper
battleground and using deception tactics gave these renowned generals the slight, or sometimes
great, advantage in battle. In armies that may use Stratagems, the following rules apply when
fighting a scenario where a dice roll would normally determine who goes first and who goes
second:
The player may elect to either take the first or second turn, or to move up to two terrain
features up to 6 each. If he chooses to move terrain features this must be done before any units
are deployed, and he cannot use the Stratagem rule to move terrain features off the table. Note
that if both armies are capable of using Stratagems, the tactical skill of the generals cancel each
other out and the Stratagem rule does not apply.
In battles against Crusading Pilgrims, the Stratagem rule still applies, but may not be used to
move terrain features.
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EARLY CRUSADERS
ARMY SELECTION
Characters: Up to 25% of the available points.
Infantry: Up to 50% of the available points.
Cavalry: At least 33%.
Allies & Mercenaries: Up to 25% of the available points may be spent on either Allied &
Mercenary troops, and on Ayyubid Regular and Volunteer Cavalry and City Militia Infantry
only may be chosen
Early Crusades Special Rules
One unit of Frankish infantry may be upgraded to Elite (+1 pt) and may use Shieldwall may
also have light armour (+2pts) no longer count as Levies
One unit of Light Cavalry may be given Light Armour (+2 pts)
CHARACTERS
0-1 General
The general represents one of those characters who came to the Holy Land and carved out the
Kingdom of Jerusalem and Outremer against incredible odds. They held onto these possessions
for 200 years.
General
M
4
WS
6
BS
4
S
4
T
4
W
3
I
6
A
4
Ld
9
Pts
200
Equipment: Hand weapon. throwing spear, light armour, shield, upgrade to heavy armour (+1
pt), exchange throwing spear for thrusting spear free, javelins(+2 pts), lance (+6 pts),
warhorse(+4pts)
Special Rules: Army General.
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ASB
M
4
WS
5
BS
4
S
4
T
4
W
2
I
6
A
3
Ld
8
Pts
115
Equipment: Hand weapon. throwing spear, light armour, upgrade to heavy armour (+1 pt),
exchange throwing spear for thrusting spear free, javelins(+2 pts), lance (+6pts),
warhorse(+4pts) (Note No shield)
Special Rules: Army Standard.
Commanders
The Crusades were full of Barons, princes, dispossessed nobles and counts and of course
religious personalities.
Count
Bishop
M
4
4
WS
5
5
BS
4
4
S
4
4
T
3
4
W
2
2
I
6
6
A
3
3
Ld
8
9
Pts
110
140
Equipment: Hand weapon, light armour, shield, upgrade to heavy armour (+1 pt),
warhorse(+4pts) Count is armed with throwing spear, may exchange throwing spear for
thrusting spear free, javelins(+2 pts), lance (+6 pts),
Special Rules: Bishop: Any unit Bishop is with may re roll any failed panic tests. If a General
has not been chosen you may upgrade one Count to Army General (+25 pts)
CAVALRY
Frankish Knights
Western knights were extremely well-armoured, but they could become very exposed to missile
fire, and the intense heat could take its toll as well.
M
Mounted Knights
8
Dismounted knights 4
WS
4
4
BS
3
3
S
3
3
T
3
3
W
1
1
I
4
4
A
1
1
Ld
8
8
Pts
30
14
Equipment: Hand weapon, light armour and shield. throwing spear or thrusting spear,
Mounted Knights have warhorses. May have heavy armour (+1 pt) and exchange thrusting
spear for lance (+4 pts).
Special Rule: Mounted Knights have Ferocious Charge, and may count their rank bonus up to
+1.
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Light Cav
M
8
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
17
Equipment: Hand weapon javelins, shield may exchange javelins for throwing or thrusting
spear (+2 pts).
Special Rules: Light Cavalry.
INFANTRY
Frankish Infantry
Spear armed infantry were the backbone of the Crusader armies. Their numbers comprised a
mix of armed volunteers and grizzled veterans of the European wars.
Frankish infantry
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
5
Equipment: Hand weapon, thrusting spear and shield. May have javelins (+1 pt)
Special Rules: Levies; every other unit of Frankish infantry unit may exchange thrusting spear
and shield for bow (free). Any unit of Frankish infantry may be designated Light Infantry (free)
Skirmishers
These are Europeans who had some expertise in shooting, often huntsmen. They provided a
handy skirmishing element for rooting enemies out of difficult terrain. Although not as
powerful as the crossbow they could fire on the move and add the weight of fire to the
crossbows when enemy horsemen approached. Muslims archers usually outranged them
Volunteers
M
4
WS
2
BS
3
S
3
T
3
W
1
I
2
A
1
Ld
5
Pts
3
Equipment: Hand weapon, javelins & buckler. May exchange javelins for a sling (free) or
bow (+1 pt).
Special Rule: Levies; Skirmishers.
WS
4
4
BS
3
3
S
3
3
T
3
3
W
1
1
I
4
4
A
1
1
Ld
8
8
Pts
27
13
Equipment: A hand weapon, light armour and shield. throwing spear or thrusting spear,
Mounted Knights have warhorses. May have heavy armour (+1 pt) javelins (+1 pt)
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Mercenary Infantry
Most Muslim cavalry and many infantry were bow armed allowing them to shoot down the
crusaders long before close combat occurred. European Crossbowmen went some way to
countering this. This powerful weapon was a hefty device and awkward to load on the move.
What it lacked in mobility it more than made up for in sheer penetrating power. The iron bolt
could punch through the heaviest Muslim armour with ease. Crossbowmen were much feared
and prized mercenaries.
Mercenary Infantry
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
5
Equipment: Hand weapon, shield(+1 pt) light armour (+2 pts) javelins (+1 pt) throwing or
thrusting spear (+1 pt) or double handed weapon (swords/axes) (+2 pt) or bow (+2 pts) or
crossbow (+5 pt).
Special Rules: Any unit of mercenary infantry may be designated Light Infantry (free)
Mercenaries Rule Any unit wishing to move charge or shoot for the first time must pass a roll
of 2-6 on a D6 a roll of one is a fail and another attempt can be made next turn. When a roll is
passed there is no need for further rolls with that unit. The unit may defend itself if attacked
including shooting against chargers.
LATER CRUSADERS
ARMY SELECTION
Characters: Up to 25% of the available points.
Infantry: Up to 50% of the available points.
Cavalry: Up to 75% of the available points. For every unit of Knights, a unit of Mounted
Sergeants or Retainer Cavalry must be taken as well.
Special Units: Up to 33% of the available points.
Allies & Mercenaries: Up to 33% of the available points may be spent on either Allied &
Mercenary troops,
Later Crusader Special Rules
In Later Crusader armies, Knights and the Mounted Palace Guards may exchange light lance
for lance (+2 pts). Such units cannot combine with archers, and no longer count as Superior
Cavalry Rule 1 & 2.
Instead of taking Light Crossbow, one unit of Skirmisher Veterans may exchange javelins or
sling for a crossbow (+4 pts).
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ASB
M
4
WS
4
BS
4
S
4
T
3
W
2
I
5
A
2
Ld
8
Pts
75
Equipment: Hand weapon. warhorse. May have light armour (+3 pts), heavy armour (+4 pts)
and shield (+2 pts). The warhorse may have half-barding (+2 pts) or barding (+4 pts).
Special Rules: Army Standard.
Commanders
The Crusades were full of Barons, Princes and dispossessed nobles.
Baron
Noble
Grand Preceptor
M
8
8
8
WS
5
4
5
BS
5
4
4
S
4
4
4
T
3
3
3
W
2
2
2
I
5
5
5
A
2
2
2
Ld
8
8
8
Pts
85
60
70
Equipment: Hand weapon. warhorse. May have light armour (+3 pts), heavy armour (+4 pts),
throwing or thrusting spear (+2 pts), light lance (+3 pts), lance (+6 pts), shield (+2 pts) and
half-barding (+2 pts) or barding (+4 pts).
Baron as Army General: If no general has been chosen, a Baron may be upgraded to Army
General (+25 pts).
Special Rule: Grand Preceptor must lead Military Order Knights (may fight on foot Move 4).
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0-2 Knights
Sergeants
Retainer
M
8
8
8
WS
4
3
3
BS
3
3
3
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
3
A
1
1
1
Ld
7
7
6
Pts
21
20
17
Equipment: Hand weapon, light lance, light armour and shield. Knights may have heavy
armour (+1 pt).
Light Cavalry Option: Every other unit of Sergeants or Retainers Cavalry may be designated
as Light Cavalry (free). They may take no further equipment.
Special Rules: Combined Formation: Up to half the models may exchange light lance for bow
(free), but may take no further equipment if they do so - archers are placed in the rear ranks.
Knights and Sergeants are Superior Cavalry Rule 1 & 2.
Turkopoloi
Turkopoloi were sons of Turks - that is, Christianized Turks.
Turkopoloi
M
8
WS
3
BS
4
S
3
T
3
W
1
I
4
A
1
Ld
7
Pts
25
Equipment: Hand weapon and bow. May have throwing spear (+1 pt), javelins (+1 pt), and
either buckler (+1 pt) or shield (+2 pts).
Special Rules: Light Cavalry. Nomad Cavalry.
INFANTRY
Secular Infantry
Spear armed infantry were the backbone of the Crusader armies. Their numbers comprised a
mix of armed volunteers and grizzled veterans of the European wars. In battle their role was to
support the knights, ensuring they did not become isolated and cut off as they were prone to do
after an initial charge. Large numbers of Armenian infantry were also employed in this
infantry role
Veteran
Volunteers
M
4
4
WS
3
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
2
A
1
1
Ld
6
6
Pts
6
4
Equipment: Hand weapon, throwing or thrusting spear and shield. May have javelins (+1 pt)
and light armour (+2 pts).
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Light Infantry
Light infantrymen had a much better chance than spearmen against heavily armoured cavalry,
especially if they had the opportunity to fight in broken ground and wooded areas.
0-2 Veteran
Volunteers
M
4
4
WS
3
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
6
Pts
7
5
Equipment: Hand weapon and shield. May have either throwing spear (+1 pt), javelins (+1 pt)
or sling (+1 pt). Veterans may also have light armour (+2 pts).
Special Rule: Light Infantry.
Skirmishers
Veteran
Volunteers
M
4
4
WS
3
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
2
A
1
1
Ld
5
5
Pts
5
3
Equipment: A hand weapon, javelins or sling & buckler. May exchange sling or javelins for
bow (+1 pt).
Light Crossbow Option: Two units of skirmisher veteran may exchange javelins or sling for
Light crossbow (+3 pts).
Special Rule: Skirmishers. Volunteers count as Levies.
SPECIAL UNITS
Military Order Knights
They are usually knights and nobles who have given up all worldly ties and allegiances to
serve the Order. They undertake charitable works and protection of pilgrims, healing the sick
and wounded and 'policing' duties on the order's lands. They are warriors and garrison the
order's castles.
Mounted
Dismounted
M
8
4
WS
4
4
BS
3
3
S
3
3
T
3
3
W
1
1
I
4
4
A
1
1
Ld
8
8
Pts
34
14
Equipment: Hand weapon, light armour and shield. Thrusting spear if on foot, lance and
warhorse if mounted. May have heavy armour (+1 pt). May ride barded warhorses (+4 pts).
Special Rule: Mounted Military Order Knights have Ferocious Charge, and may count their
rank bonus up to +1.
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Sergeants
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
7
Equipment: A hand weapon, shield and thrusting spear. May have light armour (+2 pts). Two
units may exchange shield and spear for either bow (free) or crossbow (+4 pts).
Special Rules: Combined Formation: Sergeants with spears may combine with up to 50%
archers or crossbowmen. Unless they are combined with spearmen, Sergeant archers and
crossbowmen are Light Infantry. Sergeants may only be taken if at least one unit of Military
Order Knights have been chosen as well.
Palace Guards
Numbers of Knights and promoted Sargeants were given the duties of guarding their king these
men were often fiercely loyal though mostly performing a ceremonial role were more than
capable fighters .
M
Palace Guard 4
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
Ld
9
Pts
15
Equipment: A hand weapon, thrusting spear and light armour. May have javelins (+1 pt),
shield (+1 pt) and heavy armour instead of light armour (+1 pt). May exchange thrusting spear
for double-handed axe (+2 pts), halberd (+1 pt). May be Riding Horses (+1 pt).
Special Rules: Stubborn. Shieldwall. May only be used in armies led by an Army General.
Mtd Guards
M
8
WS
4
BS
4
S
3
T
3
W
1
I
4
A
1
Ld
8
Pts
25
Equipment: A hand weapon, shield, light armour and either light lance or Heavy Mace. May
ride warhorses (+3 pts), have heavy armour (+1 pt) and half-barding (+2 pts).
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Every other model may
exchange light lance or Heavy Mace for bow, but may take no further equipment if they do so archers are placed in the rear ranks. The Mounted Palace Guards must be the smallest cavalry
unit in the army, and must be led the King (Grand Master of the Order) at all times.
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Turcoman
M
8
WS
3
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
22
Equipment: A hand weapon and a bow. May have throwing spear (+1 pt) or javelins (+1 pt),
and a shield (+2 pts).
Special Rules: Skirmishers. Nomad Cavalry.
Armenian Cav
Syrian Cav
WS
4
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
6
Pts
23
16
Equipment: Hand weapon, a shield and bow. Armenian Cavalry also have light armour,
throwing or thrusting spear, and may have heavy armour (+1 pt). Syrian Cavalry may have
either thrusting or throwing spear (+1 pt) or javelins (+1 pt).
Syrian Scout Cavalry Option: Syrian Cavalry may be upgraded to Scouts (+1 pt).
Special Rules: Armenian Cavalry may count their rank bonus up to +1. Syrian Cavalry and
Syrian Scout Cavalry are Light Cavalry. Syrian Scout Cavalry have Feigned Flight.
0-2 Native Tribesmen
Some native tribesmen of the invaded regions threw in there lot with the Christians. Syrians
also provided an abundance of light armoured and armed troops for the European armies to
choose from.
Tribesman
M
5
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
5
Pts
5
Equipment: Mixed weapons (count as hand weapon and javelins) and shield. May have
throwing spear (+1 pt).
Special Rules: Warband, rule 1 and 2. Light Infantry.
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13
SPECIAL RULES
Pilgrim Camp
Pilgrims moved as a mob and would often decimate food and supplies at any places visited on
their travels. They formed huge camps effectively small towns wherever they stopped. To
reflect this, the following rule applies to pilgrim armies:
1. Pilgrim armies may always place D3 patches of difficult terrain in their deployment zone.
Each patch measures about 6 by 6, and must be placed before deployment begins.
CHARACTERS
Leaders and Religious Personalities
Knights making their own crusade with bands of followers or religious personalities with a
following of those seeking a better life or their own god they all came to the holy land.
Leader
Religious Leader
M
5
5
WS
4
4
BS
4
4
S
4
4
T
3
3
W
2
1
I
5
4
A
2
2
Ld
8
7
Pts
60
40
Equipment: A hand weapon and light armour. May have buckler (+1 pt), shield (+2 pts),
either javelins (+2 pts) or bow (+3 pts), and either thrusting or throwing spear (+2 pts). May
ride a horse (+8 pts).
Army Standard Bearer Option: One Leader may be upgraded to Army Standard Bearer (+15
pts).
Special Rule: Mounted Characters have Feigned Flight.
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Pilgrim Infantry
Followers
M
5
5
WS
3
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
2
A
1
1
Ld
4
4
Pts
4
3
Equipment: Mixed weapons (count as a hand weapon and javelins) and shield. Every other
unit of Pilgrim Infantry may have throwing spear (+1 pt) or bow (+2 pts) instead of javelins.
Two units of Pilgrim Infantry may have either halberds (+2 pts), or double-handed weapons
(+3 pts) - this goes to reflect the Pilgrim Infantrys use of any weapon to hand and differing
backgrounds of the troops.
Skirmisher Option: Any Pilgrim Infantry unit may be designated as Skirmishers (+1 pt).
Pilgrim Infantry Skirmishers have Feigned Flight.
Special Rules: Light Infantry. Warband. Pilgrim Infantry and Followers have Stealth.
CAVALRY
Cavalry
Mounted knights and few followers who owned horses who for their own reasons joined the
Pilgrimage were often poorer equipped than there military counterparts. While there were
some extraordinary well equipped and experienced knights and Men at arms these were often
hindered and slowed by the rest of the Cavalry
0-1 Knights
Cavalry
M
8
8
WS
3
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
6
Pts
17
15
Equipment: A hand weapon, javelins and buckler. May have shield instead of buckler (+1 pt),
and throwing spear (+1 pt). Knights may have light armour (+2 pts).
Special Rules: Skirmishers. Feigned Flight. If Knights are chosen, at least one unit of Cavalry
must be taken as well.
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CHARACTERS
Generals
As in the early Byzantine period, the quality of the army depended highly on the quality of its
commander. A good general was well-versed in the military treatises, knew his adversaries,
and how to meet him on grounds that favoured the Byzantines.
0-1 Domestikos
M
8
WS
6
BS
6
S
4
T
4
W
3
I
6
A
3
Ld
9
Pts
185
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and Kontarion (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have Half-barding (+2 pts) or barding (+4 pts).
Emperor as Army General: Should the total army value exceed 2,000 pts, the Domestikos
may be upgraded to Basileus (Emperor, Leadership 10, +25 pts).
Special Rules: The Domestikos and the Emperor characters are Army Generals.
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M
8
8
WS
5
4
BS
5
4
S
4
4
T
3
3
W
2
2
I
5
5
A
3
2
Ld
9
9
Pts
95
75
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and Kontarion (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have half-barding (+2 pts) or barding (+4 pts).
ASB
M
8
WS
4
BS
4
S
4
T
3
W
2
I
5
A
2
Ld
9
Pts
85
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+2 pts), and shield (+2 pts). May ride a warhorse (+8 pts). The horse or warhorse may have
Half-barding (+2 pts) or barding (+4 pts).
Special Rules: Army Standard.
CAVALRY
Heavy Kavallarioi
The Kavallarioi were the most common type of cavalry in thematic Byzantine armies, ranging
from the elite heavy cavalry of the Tagmata to the lowliest provincial cavalrymen. As described
in the Taktika by Emperor Leo VI, Byzantine cavalry still fought as Cursores (attackers, in
open order formation), and Defensores (defenders, in close order formation).
Tagmata
Elite Themata
Themata
M
8
8
8
WS
4
4
3
BS
4
4
3
S
3
3
3
T
3
3
3
W
1
1
1
I
4
3
3
A
1
1
1
Ld
8
7
7
Pts
24
22
20
Equipment: A hand weapon, light armour, shield and Kontarion. May have heavy armour (+1
pt).
Defensores & Cursores: For every two units of the same type and with the same equipment,
the smallest unit may be designated as Cursores (free), who count as Light Cavalry.
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Up to half of any unit of
Kavallarioi may be Hippo-toxotai, who are placed in the rear ranks. May be Drilled (+1 pt).
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Tagmata
Elite Themata
Themata
M
8
8
8
WS
4
4
3
BS
4
4
3
S
3
3
3
T
3
3
3
W
1
1
1
I
4
3
3
A
1
1
1
Ld
8
7
7
Pts
21
19
17
Equipment: A hand weapon, bow and buckler. May have light armour (+3 pts). Tagmata and
Elite Themata Kavallarioi Toxotai may have heavy armour (+4 pts).
Special Rules: Combined Formation: Hippo-toxotai must combine with Kavallarioi, they
cannot be taken on their own. May be Drilled (+1 pt).
Light Kavallarioi
Light Kavallarioi skirmished in front of the main battle line. In case of enemy incursions they
would shadow the advancing enemy, making hit-and-run attacks and setting ambuscades for
enemy forage parties. They also acted as scouts, providing crucial intelligence on enemy army
movements.
M
WS BS
S
T
W
I
A
Ld
Pts
Tagmata
8
4
4
3
3
1
4
1
8
21
Elite Themata
8
4
4
3
3
1
3
1
7
18
Themata
8
3
3
3
3
1
3
1
7
16
Equipment: A hand weapon, javelins and shield. May may exchange javelins for either
throwing spear (+1 pt), or Kontarion (+2 pts). May have light armour (+3 pts).
Special Rules: Light Cavalry. Elite Themata Kavallarioi may be Drilled (+1 pt). Combined
Formation: Any model may exchange javelins & shield for shortbow & buckler (free) - archers
are placed in the rear ranks when formed.
INFANTRY
Kontaratoi
The importance of fielding heavy themata infantry gradually increased during the thematic
period - though their main role was still to provide the cavalry with a safe rallying point. As in
the cavalry regiments, the kontaratoi were backed by ranks of light infantry archers, shooting
at advancing enemy units.
Elite Themata
Themata
Irregular
M
4
4
4
WS
4
3
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
7
6
Pts
9
7
4
Equipment: A hand weapon, shield and thrusting spear. May have large shield instead of
shield (+1 pt), and javelins or darts (+1 pt). One unit of Elite Themata Kontaratoi may have
light armour (+3 pts).
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WS
3
4
4
BS
4
3
2
S
3
3
2
T
3
3
3
W
1
3
3
I
3
1
1
A
1
3
2
Ld
7
1
1
Pts
8
7
6
6
3
SPECIAL UNITS
Varangoi Guards
From the early 11th century and onwards, Norsemen from Scandinavia and Rus from around
the great Russian rivers all went to Miklagard (the Great City), to serve in the emperors
bodyguard as mounted guard infantry.
Varangian
M
4
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
Ld
9
Pts
17
Equipment: A hand weapon, thrusting spear and light armour. May have javelins (+1 pt),
shield (+1 pt) and heavy armour instead of light armour (+1 pt). May exchange thrusting spear
for double-handed axe (+2 pts), or a Dane Axe (+1 pt), that counts as a halberd. May be Riding
Horses (+1 pt).
Special Rules: Stubborn. Fearsome. May form Shieldwall.
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WS
4
4
BS
4
4
S
3
3
T
3
3
W
1
1
I
4
4
A
1
1
Ld
9
9
Pts
30
20
Kataphraktos Equipment: Heavy armour, shield and a Heavy Mace. Ride barded horses.
Archer Equipment: A hand weapon, shortbow and buckler. May have light armour (+3 pts),
or heavy armour (+4 pts). May take half-barding for their mounts (+2 pts).
Special Rules:. Superior Cavalry Rule 1 & 2. May be Drilled (+1 pt). If Kataphraktoi are
chosen, at least three units of Heavy Kavallarioi must be taken as well.
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CHARACTERS
Generals and Commanders
The Fatimids were generally clever rulers. They produced wily politicians, devious diplomats
and astute businessmen. Should the Vizier visit the battlefield he took the sensible precaution of
keeping the Royal Guard close to his person. The emirs were part of the ruling elite,
sometimes a relative of the Vizier.
0-1 Vizier
Royal Emir
Emir
Minor Emir
M
8
8
8
8
WS
6
5
4
4
BS
6
5
4
4
S
4
4
4
3
T
4
3
3
3
W
3
2
2
2
I
6
5
4
4
A
3
3
2
2
Ld
9
9
8
8
Pts
185
95
55
45
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts) or heavy armour
(+4 pts), bow (+3 pts), javelins (+2 pt), and either thrusting or throwing spear & shield (+4
pts), or light lance & buckler (+4 pts). May have barding (+4 pts). Vizier and Grand Vizier
may ride warhorses (+8 pts). Characters leading a unit of dismounted cavalry may dismount (-8
pts, reduce movement to 4).
Special Rules: The Vizier and Grand Vizier is the Army General.
Special Rule, Minor Emir: Bedouin Cavalry. The Minor Emir must lead and may not leave a
unit of Armenian Cavalry.
22
M
8
WS
5
BS
5
S
4
T
3
W
2
I
5
A
2
Ld
8
Pts
85
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts) or heavy armour
(+4 pts), buckler (+1 pt) or shield (+2 pts) and barding (+4 pts). Army Standard Bearers
leading a unit of dismounted cavalry may dismount (-8 pts, reduce movement to 4).
Special Rules: Army Standard Bearer.
WS
4
4
4
3
BS
4
4
4
3
S
4
3
3
3
T
3
3
3
3
W
1
1
1
1
I
4
4
3
3
A
1
1
1
1
Ld
8
8
7
7
Pts
26
24
21
19
Equipment: A hand weapon, light armour, and either bow & buckler or javelins & shield. May
exchange light armour for heavy armour (+1 pt). Palace Ghulams and Ghulams with bows may
have light lance (+2 pts), and the Palace Ghulams may have barding for their mounts (+4 pts).
Any Heavy Cavalry may either have throwing or thrusting spear (+1 pt), or exchange bow &
buckler/javelins & shield for light lance & buckler (free).
Dismounted Heavy Cavalry Option: May dismount (-9 pts, reduce Movement to 4).
Dismounted Heavy Cavalry with bucklers may exchange them for shields (+1 pt).
Special Rules: Mounted Heavy Cavalry is Superior Cavalry Rule 1 & 2. Dismounted Heavy
Cavalry with shields may form a Shieldwall. Units without light lance may be designated as
Light Cavalry (free). The Palace Ghulams have taken an Oath of Allegiance, and must be led
by the Army General at all times. The Palace Ghulams and Ghulams may be Drilled (+1 pt).
Light Cavalry
The light cavalry typically served as scouts and foragers while on campaign.
M
8
8
8
WS
4
3
2
BS
4
3
3
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
6
5
Pts
19
16
12
Equipment: A hand weapon, javelins & shield. May have throwing or thrusting spear (+1 pt).
Special Rule: Light Cavalry.
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M
8
8
8
8
WS
4
4
4
3
BS
4
4
3
3
S
4
3
3
3
T
3
3
3
3
W
1
1
1
1
I
4
4
3
3
A
1
1
1
1
Ld
8
8
7
7
Pts
26
24
22
20
Equipment: Hand weapon, light armour, light lance and shield. May have heavy armour (+1
pt). The Palace Ghulams may also take bows (+2 pts), and either half-barding (+2 pts) or
barding (+4 pts) for their mounts.
Dismounted Cavalry Option: May dismount (-10 pts, reduce Movement to 4).
Defensores & Cursores: For every two units of the same type and with the same equipment,
the smallest unit may be designated as Bedouin cavalry (free), who count as Light Cavalry.
Special Rules: Combined Formation: Up to a third of the models in any unit may exchange
light lance for either javelins (free) or bow (+1 pt) - archers are placed in the rear ranks.
Mounted cavalrymen are Superior Cavalry Rule 1 & 2. Dismounted cavalrymen may form a
Shield wall. The Palace Ghulams and Ghulams may be Drilled (+1 pt). The Palace Ghulams
must be the smallest cavalry unit in the army, they cannot be fielded as Bedouin cavalry, and
must be led by the Army General at all times.
INFANTRY
Abids Spearmen
Sudanese Ghulams were purchased and maintained in huge numbers by the Fatimid Caliphs.
The earlier Fatimids had employed Berber tribes in huge numbers but increasingly Sudanese
were used. The tactics often involved the archers shooting until the enemy became disordered,
only then could they advance. Often the archers were combined with spearmen who knelt with
shields. Whilst competent the Sudanese were poorly treated and never highly motivated by the
Fatimid cause.
Sudanese Regular
Berber Regular
Irregular
M
4
4
4
WS
3
3
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
6
5
Pts
8
7
4
Equipment: A hand weapon, throwing or thrusting spear and large shield. May have javelins
(+1 pt). One unit of Regular may have light armour (+3 pts).
Special Rules: Shield wall. Combined Formation: Up to a third of the models in any Abid unit
may be Abid archers, who are placed in the rear ranks. Sudanese Regular may be Drilled (+1
pt). Irregular count as Levies.
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Sudanese Regular
Berber Regular
Irregular
M
4
4
4
WS
3
3
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
6
5
Pts
6
5
3
Equipment: A hand weapon and javelins. May have exchange javelins for bow (+1 pt), and
have shield (+1 pt).
Special Rules: Combined Formation: Archers must combine with Abid Spearmen, they cannot
be taken on their own. Sudanese Regular may be Drilled (+1 pt). Irregular count as Levies.
Skirmishers
As more Armenian troops were brought into Fatimid service so the number of Sudanese
gradually fell, although they remained predominant. As well as heavy cavalry the Armenian
contingent was mostly made up of light infantry archers, reliable and competent The most
modest troops of the army was relegated to fire support, serving as archers, slingers and
javelinmen.
0-2 Armenian
Sudanese skirmishers
Berber skirmishers
Irregular
M
4
4
4
4
WS
3
3
2
2
BS
3
3
3
2
S
3
3
3
3
T
3
3
3
3
W
1
1
1
1
I
4
3
3
2
A
1
1
1
1
Ld
7
6
5
5
Pts
8
6
5
3
Equipment: A hand weapon, sling or javelins and buckler. May replace sling or javelins with
bow (+2 pts). Armenian with javelins may also have throwing spear (+1 pt), and replace
buckler with shield (+1 pt).
Light Crossbow Option: In Later Fatimid Egyptian armies, two units of Sudanese skirmishers
may replace sling with Light Crossbow (+3 pts).
Special Rules: Skirmishers. Armenian are Light Infantry. Irregular skirmishers count as
Levies.
01 Egyptian Levy
These are the less than enthusiastic mobs that were sometimes dragged along to dig
earthworks, carry quivers full of arrows, and fight if called upon.
Mob
0-1 Leader
M
4
4
WS
2
3
BS
2
3
S
3
3
T
2
3
W
1
1
I
2
3
A
1
1
Ld
3
4
Pts
3
5
Equipment: Armed with whatever they can lay their hands on (count as improvised weapons).
Special Rules: Mobs and their Leader are subject to Warband Psychology, rule 1. mobs cannot
Fall Back in Good Order, cannot benefit from the Leadership value of characters other than
their Leader, and cannot use the re-roll benefit of the Army Standard.
Mob Deployment: Mobs must be deployed last just before characters, and must be positioned
the furthest possible distance away from the enemy.
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Same result as when rolling 0-3, plus the mob Hates the enemy.
If the test is failed the mob count as Levies for the rest of the game - they fear all enemies
unless they either outnumber them by at least 2 to 1 or the enemy is Levies or Skirmishers.
For example: a mob unit of 29 followers is led by a Leader. As both the followers and The
Faction Leader are subject to Warband Psychology, rule 1, they have a Leadership value of 7
(Faction Leaders Leadership value 4, +1 for each rank, up to a maximum of 3=7). At the
beginning of the first turn, the Fatimid Egyptian player tries to Rouse the Mob. He rolls a 2
and a 1 - resulting in a total of 3. As the total is less than the mobs Leadership of 7, the test is
passed and the mob has been successfully roused - they are now subject to all Warband
Psychology rules. When subtracting the dice roll from the mobs Leadership value, the score is
a whopping 4 (7-3=4); The mob now Hates the enemy for the rest of the game
ALLIES
As more Armenian troops were brought into Fatimid service so the number of Sudanese
gradually fell, although they remained predominant. As well as heavy cavalry the Armenian
contingent was mostly made up of light infantry
0-2 Armenian Cavalry
M
Armenian Cav
8
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
17
Equipment: A hand weapon, javelins and shield. May have throwing or thrusting spear (+1
pt). Every other unit may have light armour (+2 pts).
Special Rules: Armenian cavalry with light armour are Bedouin Cavalry. All other Armenian
cavalry are Light Cavalry and with Feigned Flight.
Armenian
M
5
WS
2
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
4
Pts
4
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Berber Cav
M
8
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
18
0-2 Jawarjaraya
Mutatawwia
M
8
8
WS
4
4
BS
4
3
S
3
3
T
3
3
W
1
1
I
4
4
A
1
1
Ld
8
7
Pts
22
19
Equipment: A hand weapon, throwing or thrusting spear and shield. Jawarjaraya also have
javelins. Mutatawwia may have light armour (+2 pts) or heavy armour (+3 pts), and either
take javelins (+1 pt), or exchange spear & shield for kontos & bucker (+1 pt).
Dismounted Heavy Cavalry Option: May dismount (-8 pts, reduce Movement to 4).
Special Rules: Superior Cavalry Rule 1 & 3. Mounted Jawarjaraya are also Light Cavalry.
0-2 Mongols
M
0-1 Nobles
8
Horse Archer 8
WS
3
3
BS
4
3
S
3
3
T
3
3
W
1
1
I
4
3
A
1
1
Ld
7
7
Pts
24
21
Equipment: A hand weapon and bow. Nobles also have light armour and light lance. Horse
Archers have shield (+1 pt), light armour (+2 pts), and either javelins (+1 pt) or throwing spear
(+1 pt). Nobles may have buckler (+1 pt), and heavy armour instead of light armour (+1 pt).
Dismounted Hun Option: May dismount (-12 pts, reduce Movement to 4). Dismounted
Nobles may have shield (+2 pts).
Special Rules: Mounted Hun Horse Archers are Light Cavalry and Nomad Cavalry. Mounted
Nobles are treated as Superior Cavalry Rule 1 & 2. Dismounted Mongols without armour are
Light Infantry. For every Noble model, at least two Horse Archer models must be taken as
well.
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LATER MAMLUKS
Characters: Up to 25% of the available points.
Cavalry: At least 50% of the available points. Up to 25% of the available points may be spent
on light cavalry. Al Halqa and Turcoman Cavalry may not be chosen.
Infantry: Up to 33% of the available points.
Special Units: Up to 25% of the available points.
Allies & Mercenaries: Up to 25% of the available points.
Later Mamluks Special Rules
Later Mamluk armies lead by the Emir may include up to three units of Royal Mamluk
Cavalry. Later Mamluk armies led by the Sultan may include any amount of Royal Mamluk
Cavalry units.
In Later Mamluk armies led by the Sultan, one unit of Royal Mamluk Cavalry may be
upgraded to Royal Guard Mamluk Cavalry (+2 pts per model) who have a Leadership value of
9.
Later Mamluk characters, Regular and Royal Mamluk Cavalry may have Half-barding for
their mounts (+2 pts).
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SPECIAL RULES
Defences
Lowly Mamluk foot archers and spearmen would often fight from prepared positions and use
the protection of larger shields than that of normal infantry
Troops armed with Defences count as being armed with large shields.
Formed troops with Defences may form a shield wall instead of moving. As long as the unit is
in a shield wall then all enemy attacks from the front of the unit (shooting and hand-to-hand)
suffer a -1 modifier. The unit benefits from the shield wall as long as it doesnt move or lose a
round of close combat.
If a unit armed with Defences flee they abandon their cumbersome shields - the Defences are
lost for the rest of the battle (and yes, this effectively means that the unit no longer have
shields).
CHARACTERS
0-1 Army General
The Sultan was the head of the State and most often a Mamluk soldier through and through.
This corporate slave empire produced some of the most successful generals of the age. It is no
coincidence that Mamluk Sultans defeated both the Mongols and Crusaders. The Sultan is the
head of the State and the principal battlefield commander; failure in either field would show
weakness and possibly provoke rivals to depose him.
Sultan
Emir
M
8
8
WS
4
4
BS
6
6
S
3
3
T
4
4
W
3
3
I
5
5
A
2
2
Ld
10
9
Pts
165
125
Equipment: A hand weapon and light armour. Ride horses. May have heavy armour (+1 pt),
bow (+3 pts) and either light lance & buckler (+3 pts), or shield (+2 pts). The horse may be
barded (+4 pts).
Special Rules: Army General. The Sultan may only be chosen for armies exceeding 2000 pts.
Sultan and Emir may dismount (-3 pts, reduce Movement to 4), and/or be seated on a Throne
(+35 pts):
Throne
Throne
Throne Guards
M
4
WS
4
BS
4
S
3
T
7
3
W
3
1
I
4
A
1
Ld
9
Pts
10
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29
ASB
M
8
WS
4
BS
4
S
4
T
3
W
2
I
4
A
2
Ld
8
Pts
75
Equipment: Hand weapon and light armour. Rides a horse. May have heavy armour (+2 pts)
and either shield (+2 pts) or buckler (+1 pt). The horse may be barded (+4 pts).
Special Rules: Army Standard.
Leaders
The Amirs were the leading officers and administrators of the Mamluk State. All had risen
through the ranks themselves and earned large iqtas to provide income and status. They were
responsible for providing further Mamluks, bought and paid for at their expense.
Lesser Emir
Minor Emir
Principality Lord
M
8
8
4
WS
5
4
4
BS
6
5
4
S
4
3
3
T
3
3
3
W
2
2
2
I
6
5
4
A
2
2
2
Ld
8
8
8
Pts
85
55
40
Equipment: A hand weapon and light armour. The Minor Emir and Lesser Emir ride a horse.
Minor Emir and Lesser Emir may have heavy armour (+2 pts), bow (+3 pts) and either shield
(+2 pts) or light lance & buckler (+3 pts). May have barding (+4 pts). Principality Lord may
only have either shield (+2 pts), Defences (+3 pts), and a bow (+3 pts).
Lesser Emir as Army General: If no other Army General has been chosen, a Lesser Emir
may be upgraded to Army General (+25 pts).
Special Rules: Minor Emir must lead a Al Halqa or a Mamluk Cavalry unit. Principality Lord
must lead a City Militia or a Levy unit.
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M
8
8
8
WS
4
3
3
BS
4
4
4
S
3
3
3
T
3
3
3
W
1
1
1
I
4
3
3
A
1
1
1
Ld
8
8
7
Pts
24
22
20
Equipment: A hand weapon, light armour, buckler & bow. Every other unit may have light
lance (+2 pts). Mamluk Cavalry without light lance may exchange buckler with shield (+1 pt).
Royal and Regular Mamluk Cavalry may have heavy armour (+1 pt), and barding for their
mounts (+4 pts). Light Mamluk Cavalry may exchange bow & buckler for either throwing
spear & shield (free), or javelins & shield (free). One unit of Royal Mamluk Cavalry may have
Heavy maces (+2 pts).
Special Rules: Royal and Regular Mamluk Cavalry are Superior Cavalry Rule 1 & 4. Royal
Mamluk Cavalry may be Drilled (+1 pt).
Light Cavalry
Light horse archers provided crucial fire support to the more heavily armoured cavalry.
M
8
8
8
Turcoman Cav
Tribal Cav
Militia Cav
WS
3
3
3
BS
4
3
3
S
3
3
3
T
3
3
3
W
1
1
1
I
4
3
3
A
1
1
1
Ld
7
7
6
Pts
25
21
16
Equipment: A hand weapon & bow. May have shield (+1 pt) and javelins (+1 pt). Militia may
exchange bow for javelins and shield (free).
Special Rules: Light Cavalry. Turcoman and Tribal are Nomad Cavalry. Militia have Parthian
Shot.
0-1 Al-Halqa
The Halqa were non Mamluk elite cavalry. They were often the sons of Mamluks ,others were
Arabs, some even native Egyptians. Sons of Sultans and Amirs also joined the Halqa if they
chose a military life.
Halqa
M
7
WS
4
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
8
Pts
22
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INFANTRY
Spearmen
Spearman regiments May have come from a number of sources including Syrian Ardath and
were often poorly trained.
City militia
Levy
M
4
4
WS
3
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
2
A
1
1
Ld
6
5
Pts
6
4
Archers
Despite the proliferation of mounted archers from all nationalities, the Mamluks recruited
infantry archers as well. The Nablus area of Palestine was notable for such troops. Bow armed
troops were ideal for taking and holding areas of rough ground from which they could harass
the enemy with a constant drain of casualties from their bowfire.
City militia
Levy
M
4
4
WS
3
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
2
A
1
1
Ld
6
5
Pts
6
4
Equipment: A hand weapon, bow and shield. May exchange shield for Cane Shield (+1 pt).
Special Rules: Light Infantry. Combined Formation. Defences. Levied archers count as Levies.
Skirmishers
The Jabaliyya are hillmen from Aleppo and the Lebanon. The rough terrain of their native
homeland meant that they were used to light infantry and skirmish tactics. These were skills the
Mamluks did certainly not possess! The Jabaliyya came into their own when the Mamluks
fought in Syria rather than Egypt. Syria was the usual field of operations against both the
Mongols and Crusaders, such troops were ideal for raiding in terrain the cavalry found
difficult.
City militia
Levy
M
4
4
WS
2
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
2
A
1
1
Ld
5
4
Pts
5
3
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SPECIAL UNITS
0-2 Royal Infantry
The Sultan had a small, elite infantry force that was both better equipped and trained than the
militia spearmen.
M
Royal Infantryman
WS
4
BS
4
S
4
T
3
W
3
I
1
A
3
Ld
1
Pts
8
11
Equipment: A hand weapon and bow. May have a shield (+1 pt) or a Defences (+1 pt).
Alternatively, Royal Infantrymen may take thrusting spear and large shield instead of bow
(free). May have light armour (+3 pts).
Special Rules: Combined Formation: Royal Infantry with spear and shield may combine with
up to 50% archers, who are placed in either the rear or the front ranks. Spearmen who combine
with archers may upgrade to Defences (+1 pt). Archers are Light Infantry when taken on their
own. Royal Infantry may only be fielded if the Sultan is Army General.
ALLIES & MERCENARIES
0-2 Mountainmen
The best light infantry was recruited among the mountain tribe, troops experienced at fighting
in rugged terrain.
M
Mountainmen 5
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
5
Pts
5
Equipment: A hand weapon, sling or javelins and a buckler. Any unit may exchange buckler
for shield (+1 pt), and sling or javelins for bow (+1 pt).
Special Rules: Light Infantry. Warband Psychology, rules 1 & 2. Stealth.
Daylami
M
5
WS
3
BS
3
S
3
T
3
W
1
I
4
A
1
Ld
6
Pts
7
Equipment: Hand weapon, javelins and shield. May exchange javelins for throwing spear
(free). May have large shield/light armour (+2 pts), bow (+2 pts), and may be Riding Camels
(+1 pt). May be Stubborn (+3 pts).
Special Rules: Light Infantry. Warband. Shieldwall, Stealth.
Arab Cavalry
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Arab Cav
M
8
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
18
Equipment: A hand weapon and bow. May have a shield (+1 pt), light armour (+2 pts), and
either javelins (+1 pt) or throwing spear (+1 pt).
Special Rules: Arab cavalry with light armour are Bedouin Cavalry. All other Arab cavalry are
Light Cavalry with Feigned Flight.
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
16
Equipment: A hand weapon and javelins. May have throwing spear (+1 pt) and either shield
(+1 pt) or large shield (+2 pts). May exchange javelins for short bow (free) or bow (+1 pt).
Special Rule: Cause Fear in enemy cavalry.
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35
CHARACTERS
Generals and Commanders
The Sultan is the leader of the army and the state. He represents one of the new breed of
opposition to the Frankish invaders. The Sultan was accompanied into battle by his personal
bodyguard regiment of Mamluks who took up the title of Royal Mamluks upon their leaders
succession to power.
0-1 Sultan
0-2 Amir
M
4
4
WS
5
5
BS
5
5
S
4
4
T
3
3
W
3
3
I
6
5
A
2
2
Ld
10
9
Pts
165
110
Equipment: A hand weapon. May ride a horse (+8 pts), a warhorse (+16 pts), and have light
armour (+3 pts) or heavy armour (+4 pts), shield (+2 pts), short bow (+2 pts) or bow (+3 pts).
Amirs may have thrusting spear (+2 pts). Mounted characters may have half-barding (+2 pts)
or barding (+4 pts). for their mounts. Characters leading units of infantry or dismounted
cavalry may be Riding Horses or Riding Camels (+2 pts).
Amir as Army General: If no Sultan is chosen, one Amir may be upgraded to Army General
(+25 pts).
Special Rule: The Sultan is Army General, and may only be fielded in Mid and late Ayybid
armies exceeding a total value of 2,000 pts.
M
5
4
WS
4
4
BS
4
5
S
4
3
T
3
3
W
2
2
I
5
5
A
3
2
Ld
9
8
Pts
85
55
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55
Equipment: A hand weapon. May ride a horse (+8 pts), a warhorse (+16 pts), and have shield
(+2 pts), light armour (+3 pts) or heavy armour (+4 pts), thrusting spear (+2pts), and either
short bow (+2 pts) or bow (+3 pts). May have a two-handed weapon, if on foot (+2 pts). Minor
Amir may have half-barding (+2 pts) for their mounts. Characters leading units of infantry or
dismounted cavalry may be Riding Horses or Riding Camels (+2 pts).
Special Rule, Companions: Units lead by a Lesser Amir may re-roll failed Panic tests. The
Lesser Amir is not subject to Warband Psychology.
Special Rule, Minor Amir: Must lead a Qaraghulam/Kurd Cavalry unit.
ASB
M
4
WS
4
BS
4
S
4
T
3
W
2
I
5
A
2
Ld
8
Pts
75
Equipment: Hand weapon. May ride a horse (+8 pts), a warhorse (+16 pts), and have light
armour (+3 pts), heavy armour (+4 pts) and shield (+2 pts). The Army Standard Bearer may
have half-barding (+2 pts) or barding (+4 pts). Standard Bearers leading units of dismounted
cavalry may be Riding Horses or Riding Camels (+2 pts).
Special Rule: Army Standard.
MAMLUKS
Heavy cavalry formed the core of the army with infantry relegated increasingly to a supporting
role and light cavalry deployed on the flanks or in front of the heavies. The Royal Mamluks are
the personal bodyguard regiment of the Sultan and therefore the senior regiment of the army.
Other Mamluks and Ghulams included Turkish slaves and increasingly Kipchaks purchased,
retained and trained at great expense. Qaraghulams were North African Berber or Negro
lancers; Halqa and Syrians were veteran heavy cavalry. Saladin sought to replace many of
these troops with his own Kurdish regiments, represent these with either Mamluks or other
heavy cavalry.
Mamluk Cavalry
M
8
8
WS
4
3
BS
4
4
S
3
3
T
3
3
W
1
1
I
4
3
A
1
1
Ld
8
7
Pts
26
23
Equipment: A hand weapon, shield, light armour and bow. May have heavy armour (+1 pt),
and either thrusting spear (free) or light lance (+1 pt). Royal Mamluks may take amud Maces
(+1 pt, treat as Heavy Mace), and barding for their mounts (+4 pts).
Dismounted Mamluks Option: May dismount (-12 pts, Movement 4), and may be Riding
Horses (+1 pt). Dismounted Mamluks may not take maces
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M
8
8
WS
4
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
4
3
A
1
1
Ld
8
7
Pts
24
21
Equipment: A hand weapon, light armour, light lance and shield. Armenians may have heavy
armour (+1 pt).
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Up to half of any unit of
Syrian Heavy Cavalry may exchange light lance for bow (free) - archers are placed in the rear
ranks.
Daylami Infantry
Being some of the last to accept Islam, the Daylami people from northern Persia were famous
for their fighting prowess.
Daylami
M
5
WS
3
BS
3
S
3
T
3
W
1
I
4
A
1
Ld
6
Pts
8
Daylami Spearman Option: Daylami may be fielded as spearmen. Daylami spearmen have a
hand weapon, throwing or thrusting spear and shield. They may have light armour (+2 pts), and
may be Riding Camels (+1 pt). Daylami Spearmen without armour may be designated as Light
infantry (free) Daylami Archer Option: Daylami may be fielded as archers. Bow-armed
Daylami have a hand weapon, bow and shield, and may exchange bow for light crossbow (+2
pts) these must remain as skirmishers as per the light crossbow rule.
Special Rules: Warband. Stealth. Daylami Archers are Light infantry, Daylami spearmen may
use Shieldwall and may be Stubborn (+3 pts). Combined Formation: Up to half of any Daylami
spearman unit may exchange their spears with bow (free) (not light crossbow) - archers are
placed in the rear ranks.
CAVALRY
Regular Volunteer and Militia Cavalry
From the early years of the Muslim conquest, the pride of the Muslim army was its cavalry.
The swift, hot-blooded Arab horses made Muslim cavalry extremely manoeuvrable; Arab
cavalrymen were experts at outflanking their opponents, and drawing the enemy into
ambuscades.
Regular
Volunteer
City Militia
M
8
8
8
WS
3
3
2
BS
3
3
3
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
3
A
1
1
1
Ld
7
6
6
Pts
19
17
15
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WS
3
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
21
Equipment: A hand weapon, shield and bow. May have throwing or thrusting spear (+1 pt)
and light armour (+3 pts).
Special Rules: Light Cavalry. Parthian Shot. May only be used in Mid and Later Ayybid
armies.
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
16
Equipment: A hand weapon and javelins. May have throwing spear (+1 pt), and either shield
(+1 pt), or large shield (+2 pts). May exchange javelins for short bow (free), or bow (+1 pt).
Special Rule: Cause Fear in enemy cavalry.
INFANTRY
Volunteers
As the fortunes of Muslim armies began to turn in their favour under a succession of
charismatic leaders such as Zengi and Saladin so volunteers flocked to support their cause.
These fell into two categories. The Ghazis were fervently motivated by religion and sought a
place in paradise through battle with the infidel. Muttatawwia fought for the promise of the
loot which victory could bring.
M
Mutatawwia 5
Volunteer
5
WS
3
2
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
6
Pts
6
5
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Abid Infantry
The traditional spear- and sword-armed native Arab infantry warriors were soon replaced by
non-Arab militias, and later by regular infantry regiments, such as the guards and the North
African abid regiments.
Guard
City Militia
Levy
M
4
4
4
WS
3
2
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
6
5
Pts
6
5
3
Equipment: Mixed weapons (counts as a hand weapon and javelins) and shield. May have
throwing spear instead of javelins (+1 pt), City Militia and Guards may have large shield
instead of shield (+1 pt). Guards may also have thrusting spear instead of javelins (+1 pt). Any
unit may be Riding Camels (+1 pt).
Special Rules: Combined Formation: In Mid and Later Ayyubid armies, up to half the models
may exchange mixed weapons for bow (free) - archers are placed in the rear ranks and may
take no further equipment. Levies count as Levies.
0-2 Guard
City Militia
Levy
M
4
4
4
WS
3
2
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
5
5
Pts
7
4
3
Equipment: Hand weapon, buckler & sling or javelins. May exchange sling or javelins for
short bow (+1 pt), bow (+2 pts), and exchange buckler for shield (free). May be Riding Camels
(+1 pt). Guards may exchange javelins or slings for throwing spear (+1 pt
Light Crossbow Option: In Later Ayyubid armies, two units may replace sling or javelins
with light crossbow (+3 pts).
Special Rules: City Militia and Levy are Skirmishers. Guards are Light Infantry. Light Troop
models with bows may not outnumber Light Troop models armed with other weapons. Levies
count as Levies.
SPECIAL UNITS
0-1 Mountainmen
Resilient and swift warriors from the mountain tribes of the Kurdish regions were often
employed as light infantry and skirmishers.
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Mountainmen
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
6
Equipment: A hand weapon, sling or javelins and a shield. May exchange sling or javelins for
bow (+1 pt).
Special Rules: Light Infantry. Stealth.
Qara/Kurd Cav
M
8
WS
3
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
24
Equipment: A hand weapon, light armour and bow. May have a throwing spear (+1 pt), and
either buckler (+1 pt) or shield (+2 pts). Horses may have half-barding (+2 pts), or barding (+4
pts).
Special Rule: Superior Cavalry Rule 1 & 4.
Turcoman Cavalry
Turcomen formed the bulk of Syrian and Ayyubid light cavalry. Essentially nomadic horsemen
armed with powerful composite bows and skirmishing in the central Asian tradition. Highly
skilled and fierce, they showered opponents with arrows and harassed before closing to finish
the disordered foe. These represent those tribes loyal to the Sultan.
Turcoman
M
8
WS
3
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
22
Equipment: A hand weapon and a bow. May have throwing spear (+1 pt), javelins (+1 pt) and
a shield (+2 pts).
Special Rules: Skirmishers. Nomad Cavalry.
Naffatun
Naft, a mixture of crude oil and other, unknown substances were first used in the mid-8th
century. It saw use in the both Muslim navy and army, and could be a frightening and volatile
weapon to friend and foe alike.
Naffatun
M
5
WS
2
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
12
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LATE SELJUKS
Characters: Up to 25% of the available points may be spent on the characters. An Army
General must be chosen.
Cavalry: At least 50% of the available points must be spent on cavalry.
Infantry: Up to 50% of the available points may be spent on infantry.
Allies: Up to 25% of the available point may be spent on troops from the following lists:
Mongols, Late Crusades.
Units available to Late Seljuks: All except Daylami, Kurds, Ahdath, may be selected.
Late Seljuks Special Rule
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CHARACTERS
Generals and Commanders
The army general represents the Sultan or more likely a leading Amir. The Sultan rarely led
his troops since the days of Great Seljuks. The Amirs are the Princes and leaders of the many
city-states, which constituted Rum, previously Anatolia. Primarily politicians many were
capable warriors and generals
0-1 Amir
Lesser Amir
Minor Amir
M
4
4
4
WS
6
6
5
BS
5
5
4
S
4
4
4
T
4
4
4
W
3
2
2
I
6
6
5
A
3
3
2
Ld
9
8
8
Pts
175
110
90
Equipment: A hand weapon, light armour and a shield. May have heavy armour (+4 pts),
throwing or thrusting spear (+2 pts), and either javelins (+2 pts) or a bow (+3 pts). If on foot he
may have a double-handed weapon (+2 pts), an additional hand weapon (+3 pts) or a Seljuk
Mace (+2 pts). May ride a warhorse (+16 pts).
Army General Options: If no other general has been chosen a Lesser Amir may be upgraded
to Army General (+25 pts). If the total army size is less than 2000 pts a Minor Amir may be
upgraded to Army General (+25 pts).
Special Rules: Army General. If the army is led by a Amir it must contain the Askar or a unit
of Daylami (depending on the chosen army list). The Amir must join the Askar (or the
Daylami) and may not leave them as long as they are on the battlefield.
ASB
M
4
WS
4
BS
4
S
4
T
4
W
2
I
5
A
2
Ld
8
Pts
95
Equipment: A hand weapon, light armour and a shield. May have heavy armour (+4 pts),
javelins (+2 pts) and may ride a warhorse (+16 pts).
Special Rule: Army Standard Bearer.
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Principality Lord
M
4
WS
4
BS
3
S
4
T
3
W
1
I
4
A
1
Ld
8
Pts
20
Equipment: A hand weapon and a shield. May have light armour (+2 pts), throwing or
thrusting spear (+2 pts), javelins (+1 pts), double-handed axe (+2 pts), Seljuk Mace (+2 pts) or
an additional hand weapon (+2 pts). May be Riding a Horse (+1 pts).
Special Rules: May only be included in units of Daylami.
CAVALRY
Heavy Guard Cavalry
Bodyguards and retainers of the Elite. The Askar was a body of professional soldiers trained
and kept at their employer's expense. Payment was now increasingly in the 'iqta', a grant of
land as cash was short. Some were slave soldiers, some paid freemen including Turks, Kurds,
Armenians, and Arabs. Such Askaris formed elite cavalry units and Amirs bodyguards. They
were the shock troops of the army. Armed to the teeth they were able to shoot down enemies
before delivering a devastating charge.
M
8
8
0-1 Askar
Heavy Cav
WS
4
4
BS
4
4
S
3
3
T
3
3
W
1
1
I
4
4
A
1
1
Ld
8
8
Pts
29
24
Equipment: A hand weapon, light armour and a shield. May have thrusting spear (+2 pts) and
either javelins (+1 pt) or a bow (+2 pts). Guard may also have heavy armour (+1 pt).
Special Rules: All Askar and Heavy cavalry are treated as Superior Cavalry Rule 1 & 2.
Askar cavalry are Drilled and Fearsome and worth an extra 100 VPs if destroyed, similar to
an Army Standard Bearer.
Syrian Cavalry
Allied cavalry that have left their territories to serve as mercenaries under the Seljuk
Syrian Cav
M
8
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
Ld
7
Pts
22
Equipment: Hand weapon and a bow. May have light armour (+3 pts), shield (+2 pts) or a
buckler (+1 pt) and thrusting spear (+1 pt).
Special Rules: Light Cavalry. Expert Horsemen. May use Feigned Flight and Parthian Shot.
One unit of Syrian cavalry may be chosen for each two units of Turcoman Light Cavalry.
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Tribal Cav
Militia Cav
M
8
8
WS
3
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
6
Pts
18
14
Equipment: A hand weapon. May have a shield (+2 pts) or a buckler (+1 pt), thrusting spear
(+2 pts) and either javelins (+1pt ) or a bow (+2 pts).
Special Rules: Light Cavalry. Tribal cavalry may use Feigned Flight, Parthian Shot and are
Expert Horsemen.
INFANTRY
Daylami
Originating from Daylam, south of the Caspian Sea, these excellent Muslim infantry were
highly prized soldiers. They carried a brightly painted shield and javelins known as zhupin.
Daylamis
Daylami
M
4
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
Ld
8
Pts
16
Equipment: A hand weapon, light armour and a shield. May have throwing or thrusting spear
(+1 pt), javelin (+1 pt), double handed axe (+2 pts), or a Seljuk Mace (+1 pt). 0-1 unit may
Ride Horses as mounted infantry (+1 pt )
Special Rules: Fearsome. Different Equipment: 25% of the models in the unit may be armed
with two-handed weapons who must be placed in the front rank(s). Shieldwall. Each unit may
contain up to three Principality Lords
Seljuk Infantry
These represent the subjugated native Anatolian foot troops employed by their Seljuk masters.
Seljuk infantry fought variously with bows and javelins skirmishing as light troops. Some were
armed with spears of varying lengths. These formed up in more compact units and went 'toe to
toe' with the foe.
Seljuk
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
6
Equipment: A hand weapon and shield. May have light armour (+2 pts). May have a thrusting
spear (+1 pt) and javelins (+1 pt) or bow (+2 pts).
Special Rules: Shieldwall. Levies. Different Equipment: Up to 50% archers allowed, who are
placed in the rear ranks.
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Kurds
M
5
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
5
Pts
5
Equipment: Mixed weaponry (counts as a hand weapon and javelins) and a shield.. May have
either a bow (+2 pts) or thrusting spears (+1 pt).
Southern Kurd Variant: The southern kurdish warriors were used to fighting in mountainous
hill and broken terrain. Any Kurd unit may be designated as Southern kurds (free), who count
as Light Infantry.
Special Rules: Warband. Levies. Different Equipment allowed with up to 50% archers, who
are placed in the rear ranks.
Ahdath
Ahdath are an urban militia or city defence force, literally 'young men'. They were raised for a
fixed period, usually one campaigning season and not often expected to fight far from the city.
Arms and armour were issued from central arsenals so they could on occasion be heavily
equipped.
Ahdath
M
4
WS
2
BS
2
S
3
T
3
W
1
I
2
A
1
Ld
5
Pts
3
Equipment: Armed with tools and farm implements (treat as a hand weapon) and a shield.
May have thrusting spear (+1 pt).
Special Rules: Levies. May not include a Musician or Standard Bearer.
Skirmishers
A mixture of all types of troops both conquered and bought including allies. The skirmishing
troops equipped with javelins.
Mercenary
Skirmishers
M
4
5
WS
3
2
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
5
Pts
7
5
Equipment: A bow and a hand weapon. May exchange their bows for javelins and shields
(free). In Later Seljuk armies, Mercenary Skirmishers may exchange their bow for a crossbow
(+4 pts), and may have light armour (+2 pts).
Special Rules: Skirmishers. Levies. At least as many Seljuk infantry models as Mercenary
Skirmisher models must be bought. As least as many Kurdish warriors as Skirmishers must be
chosen. In Later Seljuk armies, the number of models armed with crossbows may not exceed
those armed with bows.
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CHARACTERS
Generals
The general is the leader of the army and the state. He represents one of the new breed of
opposition to the Frankish invaders and the forces of Saladin.
0-1 Amir
0-1 Lesser Amir
M
8
8
WS
6
5
BS
6
5
S
4
4
T
4
3
W
3
3
I
6
6
A
3
2
Ld
9
9
Pts
185
120
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and light lance (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have half-barding (+2 pts) or barding (+4 pts).
Lesser Amir as Army General: If no Amir has been chosen a Lesser Amir may be upgraded
to Army General (+25 pts).
Sultan as Army General: Should the total army value exceed 2,000 pts, the Amir may be
upgraded to Sultan (Sultan, Leadership 10, +25 pts).
Special Rules: The Amir and Sultan is an Army General.
Commanders
The Amirs are appointed local governors and generals.. Most Amirs retained their own
regiment of troops, bought and trained at their own expense. They were expected to bring these
troops on campaign when called upon
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M
8
8
WS
5
4
BS
5
4
S
4
3
T
3
3
W
2
2
I
5
4
A
2
2
Ld
8
8
Pts
75
45
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+4 pts), bow (+3 pts), shield (+2 pts), and light lance (+3 pts). May ride a warhorse (+8 pts).
The horse or warhorse may have half-barding (+2 pts) or barding (+4 pts).
Dismounted Shaikh Option: Shaikh may dismount (-8 pts, reduce movement to 4).
Special Rules:
ASB
M
8
WS
4
BS
4
S
4
T
3
W
2
I
5
A
2
Ld
8
Pts
75
Equipment: A hand weapon. Rides a horse. May have light armour (+3 pts), heavy armour
(+2 pts), and shield (+2 pts). May ride a warhorse (+8 pts). The horse or warhorse may have
half-barding (+2 pts) or barding (+4 pts).
Army Standard: In armies led by the Amir or the Sultan, the Army Standard Bearer must be
upgraded to Royal Palace Standard (+10 pts, +1 to Leadership).
Special Rules: Army Standard.
CAVALRY
Syrian armies were similar to those of the Seljuks of Rum and shared many troop types. The
core was of cavalry, a sizeable proportion of which were the excellent horse archers. The
tribes fell into two further categories, those loyal to the armys leader and those less loyal
tribes hired on a mercenary basis
Heavy Cavalry
The native Syrian lancers wore armour and carried shields, sometimes riding barded horses.
These were not mounted archers and therefore attacked at the charge hoping to break the
enemy by shock and impetuous. The second type were the Ghulams. These were the
forerunners of the Mamluks themselves. Middle Eastern rulers had for centuries often used
Ghulams as a core around which to build armies and as a small standing force to keep
themselves in power. Essentially Ghulams were professional slave troops trained, owned and
maintained at great expense. Their skills were two fold, firstly as mounted archers and
secondly as shock troops if armed with a long thrusting spear.
M
Elite Syrian Lancers 8
Syrian/Ghulam Cav 8
WS
4
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
7
Pts
21
20
Equipment: A hand weapon, light armour, shield and light lance. May have heavy armour (+1
pt).
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Archer Cavalry
M
Elite Archers
8
Syrian/Ghul Archers 8
WS
4
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
7
Pts
18
17
Equipment: A hand weapon, bow and buckler. May have light armour (+3 pts). Elite Archers
may have heavy armour (+4 pts).
Special Rules: Superior Cavalry Rule 1 & 2. Combined Formation: Archer Cavalry must
combine with Heavy Cavalry they cannot be taken on their own. May be Drilled (+1 pt).
Light Cavalry
Syrian Light Cav
Light Cav
M
8
8
WS
4
3
BS
3
3
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
7
7
Pts
17
16
Equipment: A hand weapon, javelins and shield. May exchange javelins for either throwing
spear (+1 pt), or light lance (+2 pts). May have light armour (+3 pts).
Special Rules: Light Cavalry. Syrian Light Cavalry may be Drilled (+1 pt). Combined
Formation: Any model may exchange javelins & shield for shortbow & buckler (free) - archers
are placed in the rear ranks when formed.
INFANTRY
Heavy Infantry
Syrian armies were mostly mounted and cavalry usually formed the main arm. However the
infantry were not without their place. The commonest was the Ahdath, a city militia, and these
could be fairly heavily armed and armoured. Most Syrian cities kept a central arsenal that
equipped the Ahdath when they were called upon.
M
Elite Ahdath 4
Ahdath
4
Irregular
4
WS
4
3
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
7
6
Pts
9
7
4
Equipment: A hand weapon, shield and thrusting spear. May have large shield instead of
shield (+1 pt), and javelins or darts (+1 pt). One unit of Elite Ahdath may have light armour
(+3 pts).
Special Rules: Shieldwall. Combined Formation: Up to half of any unit may be Archers who
are placed in the rear ranks. Elite Ahdath may be Drilled (+1 pt). Irregular troops count as
Levies.
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WS
3
3
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
7
6
Pts
7
6
3
Skirmishers
Light infantry were mainly skirmishers with some useful Kurdish troops available. Lastly there
are the volunteers who joined for either religious reasons or for a share in the spoils of war.
0-2 Kurdish
Regular
Irregular
M
4
4
4
WS
3
3
2
BS
3
3
2
S
3
3
3
T
3
3
3
W
1
1
1
I
3
3
2
A
1
1
1
Ld
7
6
5
Pts
8
7
3
Equipment: A hand weapon, javelins or sling & buckler. Every 2nd unit of Skirmishers may
replace javelins or sling with bow (+1 pt). Skirmishers armed with javelins may exchange their
buckler with a shield (free).
Special Rule: Skirmishers. Irregular troops count as Levies
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LATER MONGOL
Characters: Up to 25% of the available points. Khans should be represented by using the
Great Khagan entry.
Cavalry: Any amount of points may be spent on cavalry.
Infantry: None.
Special Units: Up to 25% of the available points may be spent on Wagons and defenders.
Allies: Up to 25% of the available points may be spent on subject tribe infantry and Armenian
Heavy Cavalry and Turcoman Cavalry
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CHARACTERS
0-1 General
These generals command their own troops, although Mongol armies came to rely more and
more on subject states. Such reliance on unwilling subject states was to become a problem.
M
Khagan
8
Lesser Khan 8
WS
6
5
BS
6
6
S
4
4
T
4
3
W
3
3
I
6
6
A
3
2
Ld
9
8
Pts
185
130
Equipment: See equipment options of the selected tribe. May choose from the equipment
available to Noble Cavalry.
Great Khagan Option: As Army General in Later Mongol armies exceeding 2000 pts the
Khagan may be upgraded to Great Khagan (+25 pts, Leadership 10).
Special Rule: Army General.
ASB
M
8
WS
5
BS
5
S
4
T
3
W
2
I
5
A
3
Ld
8
Pts
85
Equipment: See equipment options of the selected tribe. May choose from the equipment
available to Noble Cavalry, but may not take spear.
Special Rule: Army Standard.
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WS
4
4
BS
5
5
S
3
3
T
3
3
W
2
2
I
5
4
A
2
2
Ld
8
7
Pts
65
50
Equipment: See equipment options of the selected tribe. May choose from the equipment
available to Noble Cavalry.
Special Rule: Noble Commanders must lead a unit of Nobles and may not leave voluntarily.
CAVALRY
1 2 Units Nobles
The wealthiest and most renowned warriors of any tribe were nobles - the best equipped and
most experienced troops the army could muster.
Noble
M
8
WS
4
BS
4
S
3
T
3
W
1
I
4
A
1
Ld
8
Pts
29
Elite tribesman
Tribesman
M
8
8
WS
3
3
BS
4
3
S
3
3
T
3
3
W
1
1
I
4
3
A
1
1
Ld
7
7
Pts
26
22
INFANTRY
Light Infantry
Many tribes were equally at home fighting on foot. Although they were outclassed by heavy
infantrymen they were experts in using the lay of the land to their advantage.
Tribesman
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Pts
8
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Elite Tribesman
Tribesman
M
5
5
WS
3
2
BS
3
2
S
3
3
T
3
3
W
1
1
I
3
3
A
1
1
Ld
4
4
Pts
5
4
Equipment: Mixed weapons (counts as a hand weapon and javelins) and shield. May have
throwing spear (+1 pt).
0-1 unit may replace their javelins and shield with a bow & buckler (+2 pts), but may take no
further equipment if they do so.
Special Rules: Light Infantry. Subject to Warband Psychology, rule 1. Levies.
Turcoman Cav
M
8
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Pts
19
Equipment: A hand weapon and bow. May have javelins (+1 pt), and buckler (+1 pt).
Special Rules: Turcoman are Skirmishers and Nomad Cavalry.
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Defender
M
4
WS
2
BS
3
S
3
T
3
W
1
I
2
A
1
Ld
7
Pts
4
Equipment: Each wagon may have up to five defenders with a hand weapon and javelins at
the cost of 4 points per model. Wagon defenders may have shield (+1 pt), and exchange
javelins for a bow (+1 pt).
Wagon Deployment: The wagons are deployed as one unit and must be placed on the table as
the first unit. The wagons are placed 3 apart in a circle or semi-circle, with two wagons at
each end touching the nomad players table edge. The wagons do not block line of sight.
Defender Deployment: All the defenders are Skirmishers, they count as one unit and may not
take a Standard or a Musician. They are placed inside the wagon circle and may not leave
voluntarily. As long as they remain inside the wagon circle they count as being behind hard
cover. The wagons count as a defended obstacle until the defenders lose a round of close
combat.
Victory Points: For each undefended wagon at the end of the game the opponent gains an
additional +15 Victory Points.
Defender
M
4
WS
2
BS
3
S
3
T
3
W
1
I
2
A
1
Ld
7
Pts
4
Equipment: Each yurt may have up to four defenders with a hand weapon and javelins at the
cost of 4 points per model. Yurt defenders may have shield (+1 pt), and exchange javelins for a
bow (+1 pt).
Yurt Deployment: The whole yurt camp is deployed as one unit and must be placed on the
table as the first unit. The yurts are deployed 3 apart in a circle or semi-circle with at least one
yurt touching the Nomad players table edge. The yurts do not block line of sight.
Defender Deployment: All the defenders are Skirmishers, they count as one unit and may not
take a Standard or a Musician. They are placed behind the yurts and may not leave voluntarily.
As long as they remain inside the yurt camp they count as being behind soft cover.
Victory Points: For each undefended yurt at the end of the game the opponent gains an
additional +5 Victory points.
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56
Tim Dagnall
Chris Stone
2009
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